return;
if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
- // if we aren't in third person mode, hide our own damage effect
- if(entnumber == player_localentnum && !autocvar_chase_active)
- return;
e = get_weaponinfo(type);
pointparticles(particleeffectnum(effectnum), head.origin, '0 0 0', 1);
}
+ // if we aren't in third person mode, hide our own damage effect
+ if(entnumber == player_localentnum && !autocvar_chase_active)
+ return;
+
// Now apply the effect to the player. This shouldn't be done on gibbed bodies, but there's no way
// to tell between them and the respawned player, if both have damage effects at the same time.
if(random() < autocvar_cl_damageeffect)